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https://github.com/DarkflameUniverse/DarkflameServer.git
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Merge remote-tracking branch 'upstream/main' into more-cdclient-cleanup
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@@ -21,7 +21,7 @@ void NsConcertInstrument::OnStartup(Entity* self) {
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}
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void NsConcertInstrument::OnRebuildNotifyState(Entity* self, eRebuildState state) {
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if (state == REBUILD_RESETTING || state == REBUILD_OPEN) {
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if (state == eRebuildState::RESETTING || state == eRebuildState::OPEN) {
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self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
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}
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}
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@@ -97,7 +97,7 @@ void NsConcertInstrument::OnTimerDone(Entity* self, std::string name) {
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if (rebuildComponent != nullptr)
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rebuildComponent->ResetRebuild(false);
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self->Smash(self->GetObjectID(), VIOLENT);
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self->Smash(self->GetObjectID(), eKillType::VIOLENT);
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self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
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} else if (activePlayer != nullptr && name == "achievement") {
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auto* missionComponent = activePlayer->GetComponent<MissionComponent>();
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@@ -200,7 +200,7 @@ void NsConcertInstrument::EquipInstruments(Entity* self, Entity* player) {
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// Equip the left hand instrument
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const auto leftInstrumentLot = instrumentLotLeft.find(GetInstrumentLot(self))->second;
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if (leftInstrumentLot != LOT_NULL) {
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inventory->AddItem(leftInstrumentLot, 1, eLootSourceType::LOOT_SOURCE_NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
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inventory->AddItem(leftInstrumentLot, 1, eLootSourceType::NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
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auto* leftInstrument = inventory->FindItemByLot(leftInstrumentLot, TEMP_ITEMS);
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leftInstrument->Equip();
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}
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@@ -208,7 +208,7 @@ void NsConcertInstrument::EquipInstruments(Entity* self, Entity* player) {
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// Equip the right hand instrument
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const auto rightInstrumentLot = instrumentLotRight.find(GetInstrumentLot(self))->second;
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if (rightInstrumentLot != LOT_NULL) {
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inventory->AddItem(rightInstrumentLot, 1, eLootSourceType::LOOT_SOURCE_NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
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inventory->AddItem(rightInstrumentLot, 1, eLootSourceType::NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
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auto* rightInstrument = inventory->FindItemByLot(rightInstrumentLot, TEMP_ITEMS);
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rightInstrument->Equip();
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}
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